At the Pincinnati show, the reception was mostly positive by far. Once the game was set up, a small crowd of pin donors gathered to see how it works and try it out. The news media showed up and I had a brief interview with a local radio station. Most of the compliments were about the artwork.
I'll admit that the game has an unusual start sequence - after pressing the start button, you have to select a game mode with the right flipper and then lock it in with the left flipper. Only then does a ball kick out. Instructions are printed on the apron, but I also put up a giant poster next to the game explaining all this. I then had to put a card on the glass with a note, basically saying PLEASE READ THE POSTER, DUM-DUM. Even then, very few people took the time, so I had to hover around the game like a helicopter parent helping people start a game. After a while, I stopped explaining that they had to "select a game mode" and started telling them to "choose a song." That seemed to work much better. Since I was always near the game, it was interesting to note peoples' reactions. Here's an approximate breakdown:
30%: took photos of the machine but didn't play it.
50%: walked up to the game, ignored the THREE DIFFERENT SIGNS I put up explaining how to play, started multi-player games and walked away before any of them were done. I couldn't be there the whole time and sometimes they got to the game before I could intervene, so this was inevitable.
20%: Actually took time to figure out the gameplay and try out different song modes.
A few highlights: The only person to get to Bohemian Rhapsody wizard mode was a woman from North Carolina. An excellent player who seemed delighted by the game. Also, there was the young guy bellowing out "Somebody to Love" along with Freddy on the headphones as he played. So gratifying to see someone enjoy my work so much.
On the flip side, it's not a pinball convention without people griping and whining about stupid minutia. A small number of people ignored the massive achievement that someone with zero background or experience in electronics or coding could create a new, original pinball machine. I have to admit that as gratifying as it was to get so many compliments on my work, the few people with complaints really stuck in my craw. They looked this miracle - this thing that SHOULD NOT EXIST - right in they eye and complained about all sorts of petty things. Here's what they said:
"I can't hear it."
Answer: It wasn't designed to be in a room filled with hundreds of other loud games. I'm working on it (see previous post).
"It's not bright enough."
Answer: #44-base LED bulbs are designed for 6.5v power, but there's no commercially-available 6.5v ATX. In order to simplify things, I ran all the lights off the 5v power, so they're going to be slightly dimmer. Also, using colored bulbs brings down the brightness but I think it's worth it for the effect.
"It's a low-scoring game."
Answer #1: I used a 1979 Bally cabinet, which only accommodates 6-digit score displays. Also, I really wanted to stay within the late '70's/early 80's aesthetic and make it feel like an older game, from when Queen was in its heyday.
Answer #2: Maybe you're just not a very good player.
"Can you turn the volume down? Your sounds are really annoying."
Note: This is from a guy who repeatedly turned my external amp OFF on day 3 while my back was turned.
Answer #1: The sound design is integral to the gameplay. Callouts and music cues are as essential as the scoring and light displays and, after a weekend of experimentation people can finally appreciate the game in its full form. It has to be loud just to compete with the other games in the room. Today is literally the last time this game will ever be available for public exhibition so I want people to get the complete experience while they can.
Answer #2: Go fu#k yourself.
In the end, Queen was designed for an audience of one - I made it for myself to play in my own home and it doesn't have to answer to anyone else. I'm proud of it and I'm happy that the reception was positive overall.